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Meet Fiona Ng

Today we’d like to introduce you to Fiona Ng.

Fiona Ng

Alright, so thank you so much for sharing your story and insight with our readers. To kick things off, can you tell us a bit about how you got started?
I am a 3D artist creating digital assets for Games and Visual Effects. Currently, I work as a Character Artist at Sony PlayStation, and in the past, I have had the opportunity to contribute to films and TV series distributed by platforms such as Netflix, Apple TV+, and Columbia Pictures.

I would say my journey started way back when I was young. I received this huge tin case of color pencils as present. It had all the color and shades I could ever imagine and was definitely overkill for a kid in kindergarten but it got me started in drawing. I enjoyed doing animals, still life, buildings and landscapes, and later on also started picking up other media like watercolor and oil painting. I never consider myself a great traditional artist but art has always been an integral part of my life growing up. Unlike many of my peers, who were inspired to pursue careers in this field by their favorite movies or games, it took me quite some time to realize such jobs exist. Growing up in Hong Kong where creative arts were often undervalued and discouraged as viable career paths, the options seemed limited when it came to turning my passion and skills into a professional pursuit.

I ended up studying Architecture in university after being convinced it is a blend of art and science and could lead me to a more “proper” and respected career. Moving to London with little knowledge about the subject, I discovered that architecture is so much more than mere construction of buildings. It is a diverse discipline that draws inspiration from almost anything. The program helped broaden my perspectives and encouraged me to be more creative and experimental with my work. I became fascinated with storytelling and world-building aspects of architecture and still remember being blown away by some student’s sci-fi animated short film – that was my first introduction to the world of CG.

After graduation, I returned home and started working on large scale mixed-used developments at an architecture firm. While there were times I felt accomplished, long hours dealing with practical aspects of building design gradually distanced me from things I loved doing. I started considering ways to shift gears into the entertainment industry, thinking maybe I could utilize my skills to create virtual worlds in films and games instead. I came to Los Angeles in search of a new path and went to an architecture grad school known for its experimental and avant-garde approach. It had a strong emphasis on digital design and during my time there, I had the opportunity to create my own short films and animations while also gaining hands-on experience with some software used in games and visual effects. Though I no longer work in architecture now, I see this as a period of personal growth and artistic exploration that greatly contributed to my development.

I spent some time jumping around different opportunities after finishing my studies, freelancing on music videos and main titles for film and TV, while also taking on design-related roles doing architecture, installations, product design, and murals. This period of transition was very tough for me and I became aware of the limitations in my technical skills and knowledge essential for thriving in a fast-paced production environment. I decided to enroll in more specialized training at Gnomon School of VFX to familiarize myself with different parts of the pipeline, as well as improve my skills in modeling and texturing digital assets. When covid hit, I also took the chances to collaborate with other artists in the industry on making short films and animations. While these projects may or may not see the light of day, the experience significantly helped with my transition into the entertainment field.

Can you talk to us a bit about the challenges and lessons you’ve learned along the way. Looking back would you say it’s been easy or smooth in retrospect?
My journey has been a winding path filled with countless explorations, challenges, failures, rejections, struggles, and moments of self-doubt. Thinking back it was not easy to leave behind a stable life with a clear career path, especially after investing so much time and energy in it. It required me to take the risk, step out of my comfort zone, and tune out all the skeptical voices around me.

Working alongside some of the industry’s most talented artists and seasoned professionals has been both humbling and inspiring. Although battling imposter syndrome has been a constant struggle for me, I have learned to draw inspiration from the best while continuing to improve my skills and stay up to date with the technology.

Despite all the detours along this journey, I feel grateful for every experience it has brought me. I have encountered many inspiring individuals along the way who have played pivotal roles in shaping my growth. Every failure and rejection became stepping stones that molded me into the person I am today. I am also very lucky to have the support and trust of my family. Even though it has been hard for them to understand fully the work I do, their belief in me has been a tremendous source of strength.

As you know, we’re big fans of you and your work. For our readers who might not be as familiar what can you tell them about what you do?
I am a 3D artist specializing in Modeling, Texturing, and Grooming digital assets for Games and Visual Effects. Currently, I work as a Character Artist at Sony PlayStation, where I help breathe life into 2D concepts by translating the team’s visions and ideas into highly detailed game-ready assets. My role is both artistic and technically driven, requiring proficiency in various tools and software, as well as keeping up to date with technology.

In addition to my work in the game industry, I also developed a strong skill set in creating photo-realistic digital doubles, creatures, garments, hard surface props and environments for Film and TV. My experience as a modeler at Scanline VFX, a Netflix owned visual effects studio, has provided me with invaluable opportunities to contribute to major projects, including the highly anticipated 3 Body Problem, set for release early next year.

Outside of my day job, I enjoy taking on smaller commissions and collaborating with fellow artists in the creation of short films and animations.

Networking and finding a mentor can have such a positive impact on one’s life and career. Any advice?
When it comes to finding a mentor or networking, I recommend considering the direct approach of enrolling in classes. While there is a wealth of online resources available to artists of different budgets and learning preferences, it is crucial to prioritize learning industry-standard software and techniques. In my personal experience, I find it very helpful and less overwhelming to follow structured syllabi that can take me from the basics to more advanced concepts. Working in the industry now, I still like checking out new resources online to learn new tools, discover tips and tricks, and stay up to date with the latest techniques. Online communities also serve as an effective way to showcase your work, seek support, and receive feedback.

Contact Info:

Image Credits
2D concepts – Yi, Sebastian Kowoll, Anthony Jones

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